














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 22 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Nureta the large brown snake at level 6 on the 1st Mirth 122nd year of Ascendancy at 20:59 1 / 4Killed by ritch flamespitter at level 13 on the 19th Haze 122nd year of Ascendancy at 14:25 Killed by Brogue at level 21 on the 37th Haze 123rd year of Ascendancy at 10:27 Killed by Brogue at level 22 on the 40th Haze 123rd year of Ascendancy at 04:31 |
| Antimagic | Follower |
Primary Stats
| Strength | 25 (base 11) |
| Dexterity | 59 (base 51) |
| Constitution | 16 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 37 (base 19) |
| Cunning | 56 (base 34) |
Resources
| Life | 573/573 |
| Stamina | 210/210 |
| Healing Factor | 1.2045771506545 |
| Regeneration | 5.6012837505432 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -992 |
| Infravision | 5 |
| See Stealth | 39.46669190158 |
| See Invisible | 42.46669190158 |
| Stealth | 34 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 60 |
| Crit Chance | 35% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 60 |
| Crit Chance | 34% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| All | 0% |
| Physical | +8% |
| Acid | +3% |
| Nature | +6% |
Offense: Damage Penetration
| Acid | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 8 (38.594633868923%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 22 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 17%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 14%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 25%( 70%) |
| Fire | + 14%( 70%) |
| Lightning | + 30%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Bleed Resistance | 30% |
| Instadeath Resistance | 100% |
| Stun Resistance | 54% |
| Poison Resistance | 20% |
| Silence Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 192 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 202 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 682% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
Effects
| talent | Apply Poison |
| talent | Volatile Poison |
| talent | Stealth |
| talent | Numbing Poison |
| talent | Trained Reactions |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 6 Net Damage: 66 - 92 Accuracy: 76 (knife) APR: 20 Crit Chance: +33% Crit mult: 165% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 33% chance to deflect up to 12 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost tinker from death by Neroyawyn the great wolf. Escort: lost tinker (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed honey tree root. * You've found the needed xorn fragment. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Islynor the Blazevortex (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee Ret 8 acid ----- def ----- Armour +4 Fatigue +3% Resists +11% lightning +9% temporal +3% light +6% blight +12% acid ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Nimbustrencher the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% lightning Res.pen +10% acid Melee Ret 6 lightning ----- def ----- Crit.dmg- 5.00% Max.HP +41.00 ---------- misc Light +3 See.Invis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | linen wizard hat 'Huritokhad' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) Crit.dmg- 15.00% Mind.save +6 (+3 eff.) Max.HP +20.00 Silence- +20% Stun/Frz- +20% A pointy cloth hat, very wizardly... |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Tool | Murkward (dig speed 39 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- Fatigue -5% Die.at -80.00 life Poison- +20% Cut- +20% Stun/Frz- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Glelrarin the Frigidspiker0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.crit +2.0% Acc +5 (+1 eff.) ----- def ----- Resists +9% cold Die.at -80.00 life HP.reg +2.00 Stun/Frz- +24% Rings make your fingers look great! |
| On fingers | copper ring 'Lavarip'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Resists +12% acid +6% fire +3% light Crit.dmg- 5.00% Cut- +10% Rings make your fingers look great! |
| Around neck | Hettudorin the Venomire0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Str +3 Dex +4 Wil dps ---------- Dmg.mod +6% nature On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Amulets make your neck look great! |
| In main hand | dwarven-steel dagger of massacre (26-33 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 25.5 - 33.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
| Around waist | Erylaran the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Cun +4 Str dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Melee Ret 2 mind ----- def ----- Defense +5 (+2 eff.) Phys.save +6 (+3 eff.) Die.at -40.00 life A belt that goes around your waist. |
| In off hand | Sunvice (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 13.5 - 17.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 darkness +12 light Against +7% Living On Hit.r1 +4 blight On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Con +7 Wil dps ---------- Phys.crit +7.0% ----- def ----- Resists +6% light Max.HP +50.00 Sharp, short and deadly. |
| Cloak | Layasenne the Daylore (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 10 light ----- def ----- Defense +2 (+1 eff.) Resists +12% lightning +3% temporal +6% darkness Phys.save +10 (+5 eff.) Mind.save +14 (+6 eff.) Die.at -50.00 life ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Snowwrither (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Melee Ret 8 cold ----- def ----- Resists +6% temporal +3% light +9% blight +5% arcane +9% all Spell.save +9 (+5 eff.) Max.HP +44.00 HP.reg +2.40 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
ethereal rune of the psychic (power 13; resist 21%; move 35%; dur 5; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 21% all resistance, you move 35% faster, and you are invisible (power 13). Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Ivaldawen'0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +9% acid +6% blight Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 Amulets make your neck look great! |
gold amulet0.1 T3 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet 'Winterworth'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Con dps ---------- Dmg.mod +3% acid Res.pen +5% cold Melee Ret 6 acid ----- def ----- Resists +12% mind +6% cold Confus- +20% ---------- misc Masteries +0.14 Technique/Assassination Amulets make your neck look great! |
Unrasta the Blizzardrebel0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% darkness +6% cold ----- def ----- Resists +20% darkness ---------- misc Light +3 Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
Brandvein (22-29 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 22.0 - 28.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +16 fire While equipped: dps ---------- Phys.crit +8.0% Crit.mult +17.00% Apr +9 ----- def ----- Resists +15% cold Crit.dmg- 10.00% Phys.save +6 (+3 eff.) Die.at -80.00 life Stun/Frz- +20% Sharp, short and deadly. |
Obsidiantooth the iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Nature Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 nature On Hit.r1 +16 darkness On Crit.r2 +12 darkness While equipped: dps ---------- Dmg.mod +6% physical Acc +5 (+1 eff.) ---------- misc Max.psi +20.00 Sharp, short and deadly. |
balanced iron dagger of dampening (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Disrupt/Master Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +8% acid +8% lightning +8% fire +8% cold +3% all Spell.save +6 (+3 eff.) Disarm- +24% Sharp, short and deadly. |
steel dagger 'Eilinynne' (19-25 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Nature/Disrupt/Master Power 19.0 - 24.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature Against +6% Unnatural While equipped: Stats +2 Wil ----- def ----- Resists +6% temporal +3% cold Sharp, short and deadly. |
steel greatsword (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
Balegar the dwarven-steel longsword (28-38 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Master Power 27.5 - 38.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +12 arcane While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% arcane Res.pen +7% all Acc +14 (+3 eff.) Apr +7 ----- def ----- Defense +5 (+2 eff.) Disarm- +22% Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, long, and deadly. |
Flarelore the dwarven-steel mace (26-36 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 25.5 - 35.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Dmg.mod +12% fire Acc +16 (+4 eff.) ----- def ----- Resists +9% acid +5% arcane Max.HP +100.00 Heal.mod +15% Blunt and deadly. |
dwarven-steel mace (25-35 power, 4 apr)3.0 T3 mace 1H weapon [Normal] Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
steel mace of persecution (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Disrupt Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Against +6% Unnatural While equipped: Stats +2 Wil Blunt and deadly. |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 26 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Xanolrathra the Ashquick (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +16 fire While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% mind +9% darkness Res.pen +7% mind +7% darkness ----- def ----- Defense +15 (+5 eff.) Crit.dmg- 15.00% Die.at -40.00 life Confus- +10% ---------- misc Max.hate +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar 'Seargrit' (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit.r1 +8 temporal While equipped: Stats +3 Con dps ---------- Mind.crit +1% Mind.pwr +5 (+2 eff.) Melee Ret 2 fire ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Normal] Nature Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steady hardened leather sling4.0 T3 sling 1H weapon [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Phys.crit +2.0% Acc +6 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
lifebinding ash starstaff of illumination (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+10 eff.) Dmg.mod +15% physical ----- def ----- Defense +5 (+2 eff.) HP.reg +0.50 Heal.mod +12% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 35.98 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of breaching (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+9 eff.) Dmg.mod +20% physical Res.pen +10% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Earylathaldir the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +15% acid +10% temporal ----- def ----- Resists +3% acid +6% temporal Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Bregorion the linen cloak (8 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +8 (+3 eff.) Phys.save +6 (+3 eff.) Die.at -20.00 life Poison- +10% Disarm- +20% ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Bethyvea' (8 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +6 Str +2 Con dps ---------- Res.pen +10% physical ----- def ----- Defense +8 (+3 eff.) Resists +16% light +15% fire Stealth +7 Disease- +20% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Glitterbliss' (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +25% light ----- def ----- Defense +10 (+3 eff.) Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Die.at -40.00 life Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Equi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Phys.save +10 (+5 eff.) Mind.save +7 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Cyruvea' (1 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +15% darkness +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Dex +2 Wil +1 Cun ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +6% blight +9% all Mind.save +16 (+6 eff.) Max.HP +54.00 HP.reg +1.60 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 48% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Hanasta (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Cun +6 Wil ----- def ----- Armour +3 Resists +11% fire +8% cold ---------- misc Equi/ret +0.08 Hate/m.crit +4.00 A pair of boots made of leather. |
Lisuta the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% physical On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Resists +5% arcane +15% lightning ---------- misc Stam/turn +3.60 Max.stam +18.00 A pair of boots made of leather. |
Toxinwake the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Res.pen +5% nature +10% mind Apr +3 ----- def ----- Armour +1 Resists +9% temporal +6% nature +9% cold Spell.save +3 (+2 eff.) A pair of boots made of leather. |
Tudolar the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Armour +3 Resists +6% lightning +6% temporal Poison- +20% A pair of boots made of leather. |
pair of rough leather boots 'Duathelpyre' (0 def, 5 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +1 Str +5 Wil +6 Cun dps ---------- Melee Ret 2 darkness ----- def ----- Armour +5 Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -20.00 life A pair of boots made of leather. |
hardened leather gloves 'Eilinydarin' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% Melee+ 5 nature 13 cold Dmg.mod +3% nature +9% cold ----- def ----- Armour +2 Resists +3% acid +11% cold +7% nature Spell.save +6 (+3 eff.) Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +12 ice +8 nature On Hit: 20% Ice Breath 3 On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 nature Dmg.mod +3% nature Acc +10 (+2 eff.) ----- def ----- Armour +1 Resists +5% nature Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +1 Crit +5.0% Atk.spd 100% On Crit.r2 +6 nature On Hit: 10% Venomous Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Byrobar the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Mind.crit +1% ----- def ----- Armour +1 Fatigue +1% Mind.save +9 (+4 eff.) ---------- misc Light +1 A cap made of leather. |
Cyrabeth the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Con +4 Wil dps ---------- Phys.pwr +25 (+9 eff.) Acc +30 (+7 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane Phys.save +14 (+7 eff.) A pointy cloth hat, very wizardly... |
Snowsquall (5 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% cold Res.pen +5% fire Melee Ret 8 fire 8 cold ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +3% Resists +6% cold +4% all Phys.save +7 (+3 eff.) A cap made of leather. |
dwarven-steel helm 'Lustrewilder' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +10 Dex +2 Cun +4 Con dps ---------- Res.pen +20% light On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Daimihad' (16 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% mind Res.pen +5% physical ----- def ----- Defense +16 (+5 eff.) Resists +10% mind Crit.dmg- 10.00% Max.HP +20.00 A pointy cloth hat, very wizardly... |
linen wizard hat 'Glintedge' (1 def, 4 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun +2 Dex dps ---------- Crit.mult +5.00% Acc +15 (+3 eff.) ----- def ----- Armour +4 Defense +1 (+0 eff.) Resists +6% fire +5% cold A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat of blight (+10%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% blight ----- def ----- Defense +1 (+0 eff.) Resists +10% blight Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel plate armour of implacability (0 def, 16 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Master While equipped: ----- def ----- Armour +16 Fatigue +17% Phys.save +7 (+3 eff.) A suit of armour made of metal plates. |
steel plate armour of natural resilience (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego+] Disrupt While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +11% nature +11% blight D.Red.from +6% Unnatural A suit of armour made of metal plates. |
swashbuckler's dwarven-steel shield of arcane resistance (+10%) (0 def, 6 armour, 79.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Disrupt/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +3 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +6 Fatigue +8% Resists +10% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
psychokinetic quiver of yew arrows (19/19, 31-43 power, 10 apr)3.0 T3 arrow ammo [Ego+] Psionic Power 31.0 - 43.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 19 Ranged+ +12 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 158 physical damage Arrows are used with bows to pierce your foes to death. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
335 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Strikeblur the dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +24% lightning +6% acid Res.pen +20% light ----- def ----- Resists +6% lightning +6% acid +3% light +7% darkness Affinity +15% darkness ---------- misc Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Wildwoe (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +15% nature +6% mind Res.pen +5% mind +5% nature On Hit (Melee): * 10% chance to reduce armor by 15% ----- def ----- Resists +11% nature +3% mind While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Beithel' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Crit.mult +15.00% Acc +5 (+1 eff.) Apr +1 ----- def ----- Defense +5 (+2 eff.) Die.at -60.00 life ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Goredeath the brass lantern2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Melee Ret 6 nature On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% temporal +5% arcane +3% all Spell.save +5 (+3 eff.) ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Brogue the Cornac Rogue level 20
79th Dusk 123rd year of Ascendancy at 08:49 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Brogue the Cornac Rogue level 13
75th Dusk 122nd year of Ascendancy at 14:14 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Brogue the Cornac Rogue level 10
10th Mirth 122nd year of Ascendancy at 11:55 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Brogue the Cornac Rogue level 20
67th Dusk 123rd year of Ascendancy at 04:35 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Brogue the Cornac Rogue level 9
6th Mirth 122nd year of Ascendancy at 15:37 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Brogue the Cornac Rogue level 16
36th Haze 122nd year of Ascendancy at 19:52 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Brogue the Cornac Rogue level 16
32nd Haze 122nd year of Ascendancy at 20:32 see stats
Log
Rested for 1 turns (stop reason: suffocating).
Resting starts...
Infusion: Healing is still on cooldown for 2 turns.
Rested for 1 turns (stop reason: suffocating).
Resting starts...
Infusion: Healing is still on cooldown for 1 turns.
Rested for 1 turns (stop reason: suffocating).
Talent Infusion: Healing is ready to use.
Brogue the level 22 cornac rogue suffocated to death on level 1 of Sandworm lair.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Resting starts...
Talent Trained Reactions is ready to use.
Brogue activates Trained Reactions.
Talent Rogue's Brew is ready to use.
Talent Infusion: Healing is ready to use.
Talent Volatile Poison is ready to use.
Talent Apply Poison is ready to use.
Talent Numbing Poison is ready to use.
Brogue activates Numbing Poison.
Brogue activates Volatile Poison.
Brogue activates Apply Poison.
Rested for 10 turns (stop reason: all resources and life at maximum).
Saving done.






























































































































